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DS development > Firmware font?

#83415 - tepples - Tue May 16, 2006 5:16 am

The same font is used by both the Nintendo DS firmware and Tetris DS. Is this font accessible by user programs on the DS, or does it just happen to be stored in each commercial game?
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#83427 - chishm - Tue May 16, 2006 9:11 am

tepples wrote:
The same font is used by both the Nintendo DS firmware and Tetris DS. Is this font accessible by user programs on the DS, or does it just happen to be stored in each commercial game?

Try flashing your DS to the homebrew firmware and see if that affects Tetris DS. My prediction: it won't.
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#83441 - Bas - Tue May 16, 2006 12:55 pm

The homebrew firmware uses a different font?

#83445 - MaHe - Tue May 16, 2006 1:01 pm

chishm wrote:
tepples wrote:
The same font is used by both the Nintendo DS firmware and Tetris DS. Is this font accessible by user programs on the DS, or does it just happen to be stored in each commercial game?

Try flashing your DS to the homebrew firmware and see if that affects Tetris DS. My prediction: it won't.

Correct, Tetris DS (a legal dump, of course :) ) works in some emulators and the text is shown correctly :)
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#83478 - zzo38computer - Tue May 16, 2006 4:23 pm

How do you copy that font to use it in homebrew software? Sometime I might make Pokemon game for Nintendo DS (a copy of Pokemon CMQ but call Pokemon Nitro on Nintendo DS) I would want to include the standard DS character set, then you can call the pokemons things like フシギダネ and トカゲ and ゼニガメ and other stuff like that in case you want to do those things.
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#83537 - swimgod - Tue May 16, 2006 9:07 pm

if we can some how use the font built into the firmware we would be able to save .nds file size,
and have a standard readable font (because some times fonts get out of hand and are completly unreadable :P)

i wonder if thats even posible...
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#83557 - CubeGuy - Tue May 16, 2006 11:37 pm

Nitro firmware would have to contain the font, as well, if you want the programs to run on it.
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#83563 - tepples - Wed May 17, 2006 12:01 am

Then I guess I should start working on a standardized proportional font for ISO-8859-1 for homebrew to use.
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#83590 - zzo38computer - Wed May 17, 2006 4:48 am

tepples wrote:
Then I guess I should start working on a standardized proportional font for ISO-8859-1 for homebrew to use.


If you do it should include the same symbols as standard Nintendo DS fonts, or at least all main ASCII symbols, accented letters, shapes, and Japanese hiragana and katakana. Also tell me how it work you can include this fonts in a homebrew software
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#83595 - tepples - Wed May 17, 2006 5:27 am

Depends. I can get the ISO 8859-1 symbols done easily, but has anybody figured out what the character codes for the symbols and kana are? Are they the same as in Unicode?
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#83597 - rmco2003 - Wed May 17, 2006 6:30 am

I think they're S-JIS for DS games

#83600 - HyperHacker - Wed May 17, 2006 8:03 am

zzo38computer wrote:
How do you copy that font to use it in homebrew software? Sometime I might make Pokemon game for Nintendo DS (a copy of Pokemon CMQ but call Pokemon Nitro on Nintendo DS) I would want to include the standard DS character set, then you can call the pokemons things like フシギダネ and トカゲ and ゼニガメ and other stuff like that in case you want to do those things.

Hm, what's this Pok?mon CMQ? Can't find it on Google.

#83626 - Mark_RC - Wed May 17, 2006 1:58 pm

MultiNDS & Darkstar had that font in their sources.

#83634 - knight0fdragon - Wed May 17, 2006 3:05 pm

it seems the font is stored in the game files as well, i have extracted it and can post the file if anyone wants it
http://sf3translation.yourfreewebspace.com/images/Font.bmp
[Images not permitted - Click here to view it]
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#83671 - tepples - Wed May 17, 2006 7:56 pm

I'm not sure whether the admins would call those images a copyvio, but the images you posted don't indicate glyph widths.
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#83679 - knight0fdragon - Wed May 17, 2006 8:42 pm

if it is ill edit my post, but i know what you mean, that is just what ive found when viewing files as 1bpp
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#83692 - zzo38computer - Wed May 17, 2006 9:57 pm

HyperHacker wrote:
zzo38computer wrote:
How do you copy that font to use it in homebrew software? Sometime I might make Pokemon game for Nintendo DS (a copy of Pokemon CMQ but call Pokemon Nitro on Nintendo DS) I would want to include the standard DS character set, then you can call the pokemons things like フシギダネ and トカゲ and ゼニガメ and other stuff like that in case you want to do those things.

Hm, what's this Pok?mon CMQ? Can't find it on Google.


Pokemon CMQ is also game I make up myself. You can't find it because it isn't made yet. Probably both game I will make at same time
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#83702 - tepples - Wed May 17, 2006 10:59 pm

You'll have to call it something other than "Pokemon". How about Zbtb7?

That said, unless you are having someone translate dialogue or menus into Japanese, there's not much of a reason to market your program to Japanese speakers, which means there's not much of a reason to let the player name characters using kana. Why not add Greek, Cyrillic, Hangul jamo, Tengwar, and whatever else?
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#83717 - HyperHacker - Thu May 18, 2006 1:16 am

If you plan to use the player's name in the firmware, then you have to include Kana or end up with garbage when it's used.

#83722 - tepples - Thu May 18, 2006 1:42 am

Or replace unknown characters with question marks, which is what you get on Windows when the selected font doesn't include the characters that you pasted. Either that, or transliterate them into rōmaji, such that "キノピオ" would become "KINOPIO". At least it'd be better than what DSOrganize does to the 8-character name ピノ(Pino): "Welcome, ??(Pino)!"
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#83788 - zzo38computer - Thu May 18, 2006 4:25 pm

tepples wrote:
You'll have to call it something other than "Pokemon". How about Zbtb7?

That said, unless you are having someone translate dialogue or menus into Japanese, there's not much of a reason to market your program to Japanese speakers, which means there's not much of a reason to let the player name characters using kana. Why not add Greek, Cyrillic, Hangul jamo, Tengwar, and whatever else?


If I am not going to sell it it shouldn't matter what is called. Even if it is not Japanese I should let it to use all the symbols in the Nintendo DS character set. If you get 2 pokemons same without renaming either one, the second one will use the Japanese name (written in Katakana, but there may be a option to select default names in which order, such as romaji, katakana, english-only, etc.). For example if you catch 2 Charmander's without renaming either one of them, they might use any of these automatic names depending on option set:

  • CHARMANDER, ヒトカゲ
  • ヒトカゲ, CHARMANDER
  • CHARMANDER, HITOKAGE
  • HITOKAGE, CHARMANDER


If I sell it later of course I will change the name for the commercial version, also change the names of the pokemons as well.
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#83798 - derula - Thu May 18, 2006 5:01 pm

zzo38computer wrote:
If I am not going to sell it it shouldn't matter what is called.


It shouldn't because it is not too likely that they will get you for this. But it is still against the copyright. Why not call it beetle collecter? As for as I can well enough remember my Pok?mon times, Satoshi Tajiri (the inventor) started the whole thing because (or at least that was one of his causes) he collected beetles when he was a child, so that would fit quite well.
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#83815 - Dan2552 - Thu May 18, 2006 7:32 pm

but you can't copyright a name..

#83831 - derula - Thu May 18, 2006 9:05 pm

trademarked then,I'm not a lawyer or something
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#84093 - zzo38computer - Sat May 20, 2006 3:30 pm

Do you have a library to use this font in a Nintendo DS software?

It would be useful for me and other people, just it has to use same character coding as the name in the firmware so that the name in the firmware can be loaded. Also some symbols may be edited and/or new ones added for certain software.
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#85175 - zzo38computer - Sat May 27, 2006 5:31 pm

Here is some code I worked on for using this font (the only problem is if you use English text the letters are a bit far apart, but I can live with that):
Code:

   DISPLAY_CR=MODE_0_2D|DISPLAY_BG0_ACTIVE|DISPLAY_BG1_ACTIVE; // Show text/menu on main display
   SUB_BG0_CR=BG_TILE_BASE(1)|BG_MAP_BASE(0);
   SUB_BG0_X0=0;
   SUB_BG0_Y0=0;
   BG0_CR=BG_TILE_BASE(1)|BG_MAP_BASE(0);
   BG0_X0=4;
   BG0_Y0=0;
   BG1_CR=BG_TILE_BASE(1)|BG_MAP_BASE(1);
   BG1_X0=0;
   BG1_Y0=0;


Code:


void echo_chr(char row, char col, char pal, int c) {
   u16 *p;
   int z=row*2*64+(3*(col/2)+(col&1))*2;
   p=(u16*)(SCREEN_BASE_BLOCK(col&1)+z);
   *p=(c*4)|(pal*0x1000);
   p=(u16*)(SCREEN_BASE_BLOCK(col&1)+z+2);
   *p=(c*4+1)|(pal*0x1000);
   p=(u16*)(SCREEN_BASE_BLOCK(col&1)+z+64);
   *p=(c*4+2)|(pal*0x1000);
   p=(u16*)(SCREEN_BASE_BLOCK(col&1)+z+66);
   *p=(c*4+3)|(pal*0x1000);
}

void clear_text(char pal) {
   u16 *p;
   char row,col;
   for(row=0;row<24;row++) {
      for(col=0;col<32;col++) {
         p=(u16*)(SCREEN_BASE_BLOCK(0)+row*64+col*2); *p=64*4;
         p=(u16*)(SCREEN_BASE_BLOCK(1)+row*64+col*2); *p=64*4;
      }
   }
}

void echo_text(char row, char col, char pal, char* t) {
   while(*t) echo_chr(row,col++,pal,32+*t++);
}

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#85247 - PhoenixSoft - Sun May 28, 2006 5:04 am

zzo38computer wrote:
If I am not going to sell it it shouldn't matter what is called.


I don't think they were planning to sell the cancer-causing gene either :p